| Age | Commit message (Collapse) | Author | |
|---|---|---|---|
| 2014-12-28 | PixelShaderGen: Don't assign to input variables. | Jules Blok | |
| 2014-12-28 | VertexShaderGen: Don't read from output variables. | Jules Blok | |
| 2014-12-28 | DriverDetails: Remove Intel Structs bug since it doesn't affect us anymore. | Jules Blok | |
| 2014-12-28 | VideoCommon: Don't pass structs between shaders, use the interface blocks ↵ | Jules Blok | |
| instead. | |||
| 2014-12-19 | VideoCommon: Don't specify the redundant in/out qualifier if ↵ | Jules Blok | |
| GL_ARB_shading_language_420pack is supported. Some driver developers interpreted "can" as "must" in the OpenGL specs. (I'm looking at you AMD) | |||
| 2014-12-19 | VideoCommon: Add in/out qualifiers to centroid storage qualifier. | Jules Blok | |
| Fixes shaders for GPUs that don't support GL_ARB_shading_language_420pack. | |||
| 2014-12-18 | VideoCommon: Don't pass structs between shader stages when geometry shaders ↵ | Jules Blok | |
| are unsupported. | |||
| 2014-12-18 | VideoCommon: Only use interface blocks when geometry shaders are supported. | Jules Blok | |
| 2014-12-18 | VideoCommon: Pass interface blocks between shader stages to resolve naming ↵ | Jules Blok | |
| conflicts. | |||
| 2014-12-15 | VideoCommon: Assume we always use a geometry shader, not just for stereoscopy. | Jules Blok | |
| 2014-12-14 | D3D: Add geometry shader stereoscopy support. | Jules Blok | |
| 2014-12-05 | Common: Remove locale based functions from CommonFuncs. | Lioncash | |
| Since %f isn't used anymore in the shader generators, these can go. | |||
| 2014-11-29 | Renamed DEPTHPARAMS to PIXELCENTERCORRECTION | Yuriy O'Donnell | |
| This shader constant was previously used for depth remapping in D3D and for pixel center correction. Now it only serves one purpose and the new name makes it clear. | |||
| 2014-11-29 | D3D: Replaced shader-based depth range remap with viewport | Yuriy O'Donnell | |
| This fixes UI rendering in some games mentioned in https://code.google.com/p/dolphin-emu/issues/detail?id=7785 | |||
| 2014-11-23 | ShaderGen: Only pass VS_OUTPUT between shaders if stereo 3D is enabled. | Jules Blok | |
| GLSL130 doesn't support passing structs between shaders. This is not a problem for stereo 3D which has a GLSL150 requirement. | |||
| 2014-11-23 | GeometryShader: Adjust positions after projection. | Jules Blok | |
| By adjusting the positions in clip space we can avoid the re-projection. | |||
| 2014-11-23 | VideoConfigDiag: Add stereoscopy options group. | Jules Blok | |
| 2014-11-23 | Cosmetics. | Jules Blok | |
| 2014-11-23 | ShaderGenCommon: Move uniforms into a common static string. | Jules Blok | |
| 2014-11-23 | ShaderGen: Handle ShaderCode objects directly. | Jules Blok | |
| ShaderGeneratorInterface does not have virtual function members, so we have to implement each type explicitly. | |||
| 2014-11-23 | ShaderGen: Add a stereoscopy flag in the UID data. | Jules Blok | |
| 2014-11-23 | VertexShaderManager: Compute stereoscopy projection matrices. | Jules Blok | |
| 2014-11-23 | Pass VS_OUTPUT structs between shaders. | Jules Blok | |
| 2014-10-21 | Use pointers instead of references in GetUidData to avoid the undefined ↵ | comex | |
| behavior of *(T *)nullptr (ewwww) | |||
| 2014-09-28 | Mechanical changes to move most CP state to a struct rather than separate ↵ | comex | |
| globals. The next commit will add a separate copy of the struct and the ability for LoadCPReg to work on it. | |||
| 2014-08-30 | VideoCommon: Clean up brace placements | Lioncash | |
| 2014-06-19 | LightingShader: hard code const variable | degasus | |
| 2014-05-16 | Video backends: mass-replace "xfregs" with "xfmem". | magumagu | |
| 2014-05-05 | ShaderGen: make uv readonly | degasus | |
| 2014-05-05 | ShaderGen: OGL: don't make a copy of "Normal" | degasus | |
| 2014-05-05 | ShaderGen: make clipPos readonly | degasus | |
| 2014-05-05 | ShaderGen: inline constant shaders | degasus | |
| 2014-05-05 | ShaderGen: use cbuffers for D3D | degasus | |
| 2014-04-30 | Changes posmtx vertex attribute to integer. | Ryan Houdek | |
| This makes it so we don't need to do some dumb casting from float to integer in our shaders. Only tested in OpenGL, needs to be tested in D3D. | |||
| 2014-04-24 | VertexShaderGen: Correct vertex shader output to consider shifted pixel centers. | Tony Wasserka | |
| Fixes issue 267. | |||
| 2014-04-11 | VideoBackend: remove unused config vars. | magumagu | |
| No point to keeping around variables which are always "true". | |||
| 2014-04-03 | Add initial support for GLSL ES 3.10. | Ryan Houdek | |
| GLSL ES 3.10 adds implicit support for the binding layout qualifier that we use. Changes our GLSL version enums to bit values so we can check for both ES versions easily. | |||
| 2014-03-14 | LightingShaderGen: Perform more lighting calculations with integers. | Tony Wasserka | |
| 2014-03-14 | LightingShaderGen: Perform some lighting calculations with integers. | Tony Wasserka | |
| 2014-03-14 | ShaderGen: Store material uniforms as integers. | Tony Wasserka | |
| 2014-03-14 | ShaderGen: Store light color uniforms as integers. | Tony Wasserka | |
| 2014-03-11 | Fixes spacing for "for", "while", "switch" and "if" | Matthew Parlane | |
| Also moved && and || to ends of lines instead of start. Fixed misc vertical alignments and some { needed newlining. | |||
| 2014-03-09 | clang-modernize -use-nullptr | Tillmann Karras | |
| and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine | |||
| 2014-02-26 | remove (ATTR|VARY)(IN|OUT) macros | degasus | |
| 2014-02-18 | Convert all includes to relative paths. | Lioncash | |
| 2014-02-01 | OGL: remove ubo workaround | degasus | |
| This was only keeped for some broken mesa versions. Meanwhile most used versions should be fixed for almost a year. | |||
| 2014-02-01 | VertexShaderGen: fix D3D posmtx attribute regression by VertexLoaderCleanup ↵ | degasus | |
| branch Sorry, I'm too dumb too test my code. I hope this will work fine now. | |||
| 2014-01-31 | PortableVertexFormat: use AttributeFormat for posmtx attribute format | degasus | |
| 2014-01-15 | VideoCommon: cleanup of "components" usage | degasus | |
| This "u32 components" is a list of flags which attributes of the vertex loader are present. We are used to append this variable to lots of vertex generation functions, but some of them don't need it at all. | |||
| 2014-01-05 | OpenGL: use shader 420pack if available to staticly bind ubo location | degasus | |
| Bindung locations after compiling a shader stalls the driver. So if we manage not to bind anything after compilation, the lag would be reduced much. | |||
